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Suggestions / Feedback Sticky

A topic by Pthalo created Dec 27, 2024 Views: 21,562 Replies: 214
Viewing posts 101 to 112 of 112 · Previous page · First page

hey, might be rude to ask but, is this game still being worked on? if so, don't rush the next update.

Developer(+4)

Game is still being worked on if slow; been on a bit of pixel art burnout for a few months which has been a roadblock, but back into atm

(+1)

Well that's good to hear! (the you still working on it, not the burnout part.) can't wait for the next update!

will there be controls for wasd eventually? i ask because my dumb butt got a 60% keyboard :(

Developer(+1)

Key rebinding is on the agenda for the next update, but is one of the more technical things I have to figure out (I'm still largely a beginner to the more backend coding stuff. ) It hadn't occurred to me that people with 60% keyboards couldn't play as I'm just using the standard  retro-style layout that some games use, but there is barebones controller support in the currently available build

glad to know! keep up the amazing work!

You could do it with a keymapper of your own too


I don't mean to sound like an ad, but I use rewasd, You can map anything to any button on controller, I think you could for keyboard too. I play pretty much everything on controller way before it ever gets support for indie games ha

(+1)

It's a very intriguing project. The vore animations and their variety are very good. I would like to highlight the x-ray window separately, and the consequences after the vore, I really liked it. As far as I understand, not all animations that can be included in the menu are implemented in the game. I will be looking forward to the update. Good luck to you

Do you yourself even enjoy scat content? I never see you make it, or some of the other options, for that matter.

Developer (1 edit)

Generally speaking no; The only times when I do is specifically in a vore context because of the before-and-after aspect, and even then it's still pretty far between.

(1 edit)

Oh. But I don't see it in your animations though. Not like anyone gets to tell you what to do. 

Is this update going to feature the enemy’s able to vore each other or specific types?

Does this game plan on dev mode to be public or just cheat code or maybe cheat like god mode,1hit kill, something like that? :)

the Flower ennemy is not available in the sandbox mode in ver 0_2_1. can you add it in the next version with the other plants ennemies?

will there be settings to change the keyboards controls? there was no info to tell me in the game wich keys to press, i couldn't pass the first boss in the game! (T_T)

alright, if you don't mind, when do you think you'll finish the next update?

Developer(+1)

Probably within like 1-2months-ish depending on where I'm at with other stuff

to pull from a reply elsewhere: There's only two enemies that I need to do that will be present in the campaign, only one of which until I've got everything I need to start assembling and testing the level stages (It's technically one zone in the update, but it's split into two subzones, so slightly different enemy spread. Assembling a full zone previously took me about a week per, so I'd estimate the full zone taking one and a half, maybe two). There's also two enemies that are for future updates I'd like to include to up the enemy count, as well as commissioned enemies. Past that it's just minigame art assets, and some extra code for unique cases.

I see, well then, I'll be looking forward to it!

(+1)

I have an enemy idea. Based on a similar previous comment about having an enemy involving breast/udder vore but I wanted to make one a bit more detailed:

Maybe a Cow/Minotaur with huge swollen breasts dripping with milk from previous victims. Upon spotting you she'll squeeze her breasts, spraying milk projectiles that if they hit you, your character would be hypnotized (curse stuff I guess) and slowly waddle towards the enemy. Once the protag comes into contact she'll be breastfed into more submission by the cow/minotaur, before finally being shoven into her breasts, turning into more milk.

(+3)

I really like this so far! The sprite work is really nice, and I like that there's some dialog during the vore scenes even if my eyes are looking back and forth pretty quick ha

I generally am into same size stuff, but the pc being a little smaller makes a lot of sense in the animations (especially once in the belly) and I like it! Also nice that there's just a lot of variety in the scenes for sure!

Now for feedback, I see you're already working on that it's easy to just spam and kill anything except the one boss you have to parry. I think bringing that to more enemies could be cool!

For something more specific to me though, I'm colorblind. The brown of the wooden platform against the gray of the walls before you get to the lady who says the racoon has been playing music too much is actually invisible to me except in the very brightest part. I figured it out through just jumping at air and walking till I fall, so no biggie, but big sections of that might get tough. It's a very minor issue, just if you were looking for any problems at all that is one for me and probably some other people.

Please believe me I don't want to say anything bad about your game ha, it's great! Just one thing my messed up eyes spot that not everyone would.

I'm definitely interested to see where this goes and I wish you good luck with it all!

Hats off to you, that's an impressive amount of patience.

Developer(+1)

Thank you! that's extremely good to know; honestly at the moment I do want to redo that area's artwork the most because it feels really flat compared to everything else on top of that. (I made the mistake of making an area with a primarily greyscale palette with a character that also is, so balancing that is a bit problematic) It's not a priority at the moment, but something that I do want to eventually tackle. The current devbuild of the game has a stamina system in place + an iframe dodge, which still allows for a couple of flurries, but will prevent you from dodging or jumping if it's too low (like straight up nothing for the jump so don't panic there), which is a nice balance from what I'm feeling. The dodge also takes a pretty large amount of stamina, with only two consecutive ones being able to be performed without nearly fully draining it.

An I-frame dodge? Are you going to make sure that those two dodges can be easily used up? Because I'd lower it to one, so there's less risk of the enemies's attack patterns and positioning becoming moot

Viewing posts 101 to 112 of 112 · Previous page · First page